That would be directly against the uploading rules. Doing it would probably get you banned from immediate publishing or even publishing anything ever again.
Why not learn some MML and make it yourself?
If you don't want to write MML manually with strings, there are a couple of MML trackers that people have released.
As C. Norris said, you can use the RND command, which receives a number as a parameter, and returns a number between zero and the number you sent as the parameter minus 1.
That means, for example, if you were to do...
A=RND(6)
...then the value of A would be a number between 0 and 5.
You can use the CLS command to clear all text in the console screen. If you want to erase just a portion of text, you can locate the text cursor somewhere using the LOCATE command and printing a bunch of spaces over the old text.
Simple enough.
IF BUTTON() AND #X THEN SPSET 0,<Def 1>
IF BUTTON() AND #Y THEN SPSET 0,<Def 2>
Where Def 1 and 2 are the definition numbers of the sprites you want to change to.
The button constants for ABXY are simply #A, #B, #X and #Y.
To change a sprite you can just use SPSET again with a different definition number. Animations are a bit hard to make, but if you're willing you can look up SPANIM and the "Anim." tool in the SmileTool.
This code doesn't really make sense...
Why initialize the array with a non-zero size if you're going to push values anyways?
Also, you can't really compare an array with a number. That's sure to give you a type mismatch. Maybe you meant to use a value inside the array? ( A[1]==2 )
To use other instruments you need to write @ followed by a GM number in your MML string. You can find all default GM numbers in the SmileTool. To do 8-bit style music you should probably use GM 80 and 81, which are basic square and saw waves.
Here's the logic for killing an enemy.
It first tries to skip the kill logic by doing some conditionals.
If it doesn't skip it, then it writes a space over the enemy, it sets the enemy state to -1 to set it as dead, and stops the shot.
It would be much clearer with significant variable identifiers.
To make basic movement code you need to remember that you're working on an X,Y grid (with reversed Y). This means you can simply do stuff like...
IF (BUTTON() AND #RIGHT) THEN INC X
...where X is the X coordinate of something you're moving.
Also, no need to follow.